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Merfolk

Medium Humanoid (merfolk), neutral

CR 1/8

25 XP

AC: 11
HP: 11 (2d8+2)
Speed: walk 10 ft. , swim 40 ft.
Skills: Perception +2
Senses: passive Perception 12
Languages: Aquan, Common
STR
10
+0
DEX
13
+1
CON
12
+1
INT
11
+0
WIS
11
+0
CHA
12
+1

Special Abilities

Amphibious

The merfolk can breathe air and water.

Actions

Spear

Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Quick Reference

Challenge: CR 1/8
Type: Humanoid
Size: Medium
Alignment: neutral
Best for party of 4 at level 1-2

Running This Encounter

Merfolk are curious but territorial creatures that typically avoid direct confrontation with surface dwellers. Use their aquatic advantage by forcing the party to fight in water or coastal environments where merfolk gain superior mobility. They make excellent scouts or messengers for aquatic villains, and can be roleplayed as either hostile guardians or potential allies depending on party approach. Consider using 3-4 merfolk together to challenge a low-level party, as their individual threat is minimal.

Combat Tactics

Merfolk use hit-and-run tactics, striking with their tridents then retreating into deeper water where they have mobility advantage. They coordinate attacks on isolated party members and attempt to separate spellcasters from melee fighters. If outnumbered or reduced to half health, they flee rather than fight to the death.

Environment & Setting

Coastal waters, shallow bays, river deltas, or underground lakes provide ideal battlegrounds. Merfolk thrive in areas with both water for escape and rocks or shallow areas that partially restrict movement of land-based creatures.